Jump to content

Public Test Session 2.1 - Alpha Balance Series - 24-Aug-18


215 replies to this topic

#201 CFC Conky

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,853 posts
  • LocationThe PSR basement.

Posted 26 August 2018 - 02:41 PM

Hello all,

I played over 30 matches in the PTS and there were some interesting matchups where my team would consist of 2 medium and 2 light mechs vs 2-3 assaults with the rest being heavies. Lost most of those matches but it was interesting to figure out how to survive in that type of situation.

Rewards were good too, for the amount of effort required to qualify for them.

Good hunting,
CFC Conky

#202 Vesper11

    Member

  • PipPipPipPipPip
  • 173 posts

Posted 27 August 2018 - 12:33 AM

I missed 2.0 and now can't access changelog, anyone got it?

p.s.

Quote

So while we know that Heavy and Assault 'Mechs tend to be more popular in these kinds of test environments,

Hmm, something missing here...

Quote

So while we know that Heavy and Assault 'Mechs tend to be more popular,

Now it looks good.

#203 J O B

    Rookie

  • Moderate Giver
  • Moderate Giver
  • 9 posts

Posted 27 August 2018 - 08:36 AM

Did some tests last night. Had absolutely zero issues w heat on my all energy battlemaster. Didn't even have to chainfire. Fought against a nova w eight er med las. He had to group fire them 4 at a time at first and then group fire them two at a time from there, but was able to sustain that seemingly indefinitely. I had no heat issues w any of the ten mechs I ran. I'd say the cap is just a little too high. At least in my ten match experience.

Regarding mobility. Additional mobility on the heavier mechs is nice... when you're in a heavier mech. In the light and medium mechs I ran I had no chance vs the larger mechs. The one advantage you had (mobility) was greatly reduced. The motive for this seems odd as it wasn't like atlas, king crab, Kodiak and dire wolf's were underperforming. A buff wasn't warranted IMO.

#204 doctormanuse

    Member

  • PipPip
  • Ace Of Spades
  • Ace Of Spades
  • 25 posts

Posted 27 August 2018 - 10:00 AM

View PostHiten Bongz, on 26 August 2018 - 12:36 PM, said:


Dude, the answer to your question is literally in the text you quoted, lol:


Wow, how could I miss that! Shame on me :-(

... however, its monday and I did not receive the rewards...

#205 NocturnalBeast

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 3,685 posts
  • LocationDusting off my Mechs.

Posted 27 August 2018 - 11:18 AM

View PostV I N CENT, on 27 August 2018 - 08:36 AM, said:

Did some tests last night. Had absolutely zero issues w heat on my all energy battlemaster. Didn't even have to chainfire. Fought against a nova w eight er med las. He had to group fire them 4 at a time at first and then group fire them two at a time from there, but was able to sustain that seemingly indefinitely. I had no heat issues w any of the ten mechs I ran. I'd say the cap is just a little too high. At least in my ten match experience.

Regarding mobility. Additional mobility on the heavier mechs is nice... when you're in a heavier mech. In the light and medium mechs I ran I had no chance vs the larger mechs. The one advantage you had (mobility) was greatly reduced. The motive for this seems odd as it wasn't like atlas, king crab, Kodiak and dire wolf's were underperforming. A buff wasn't warranted IMO.


In PUG matches the Atlas, King Crab, Kodiak and Dire Wolf are all huge missile sponges unless you sit behind cover the whole time. And unless you have a good team that backs you up, any of these Mechs usually get torn to pieces before they ever get close enough to do much damage unless you play a sniper build (if that is the case the Mechs should just be called "support" and not "assault"). My point is that they really needed some additional movement.

#206 MovinTarget

    Member

  • PipPipPipPipPipPipPipPipPip
  • Field Marshal
  • Field Marshal
  • 3,831 posts
  • LocationGreen Acres

Posted 27 August 2018 - 11:19 AM

View PostV I N CENT, on 27 August 2018 - 08:36 AM, said:

Regarding mobility. Additional mobility on the heavier mechs is nice... when you're in a heavier mech. In the light and medium mechs I ran I had no chance vs the larger mechs. The one advantage you had (mobility) was greatly reduced. The motive for this seems odd as it wasn't like atlas, king crab, Kodiak and dire wolf's were underperforming. A buff wasn't warranted IMO.


I wish I could play right now, but alas... new job blues...

I haven't tested the mobility buffs, but if it's just movement buffs and not twist/turn buffs that would be fine, give them too much of the latter and the ankle biters will have no chance...

#207 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 27 August 2018 - 06:00 PM

View PostEd Steele, on 27 August 2018 - 11:18 AM, said:


In PUG matches the Atlas, King Crab, Kodiak and Dire Wolf are all huge missile sponges unless you sit behind cover the whole time. And unless you have a good team that backs you up, any of these Mechs usually get torn to pieces before they ever get close enough to do much damage unless you play a sniper build (if that is the case the Mechs should just be called "support" and not "assault"). My point is that they really needed some additional movement.


View PostEd Steele, on 20 August 2018 - 06:23 PM, said:


The trade-off for being small, fast and maneuverable is that you don't have room for all the heatsinks and weapons that you want. There is not reason to buff Mechs that are working as intended. I know people will always want the best of everything in one chassis, but if that is the case, they should play Call of Duty of something where all the players are basically the same size and speed and have access to any weapon.


And some Lights need additional firepower or armor.

Just sayin'.

Edited by Yeonne Greene, 27 August 2018 - 06:01 PM.


#208 Bravado

    Member

  • PipPipPip
  • Colonel
  • Colonel
  • 56 posts

Posted 27 August 2018 - 10:50 PM

View Postdoctormanuse, on 27 August 2018 - 10:00 AM, said:


... however, its monday and I did not receive the rewards...


Same here.

#209 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 28 August 2018 - 12:19 AM

I still maintain that the gamemodes are the biggest problem with lights. We need more dynamic gamemodes that actually force teams to split up more. That way the speed of lights matters more and it allows lights to choose when and where to engage isolated enemies without having to run into boring static deathballs all the time.

You dont fix lights/assaults by making them better at things they shouldnt be good at. You fix them by reinforcing the things they should be good at. Giving lights more firepower/armor and giving assaults more agility doesnt fix the game. It just homogenizes everything even more. Thats boring. Its not the direction the game needs to go in to become more fun.Having different extremes in playstyles and having all of those playstyles be viable is the essence of role warfare.

Lights suffer greatly because of the 12v12 static deathball gamemodes. That's what we need to get rid of. Skirmish has always been a terrible gamemode and I dont understand how anyone can defend it.

Instead of trying to buff firepower/armor of lights to make them better at attacking into deathballs, and buffing assault agility to compensate for the stronger lights, why dont we just get rid of deathballs? Because I mean thats one of the biggest problems if were being honest... bad gamemodes that promote deathballing and barely make use of even a fraction of most maps. Lights would naturally get better if you expand the engagement area to include the whole map.

But people just want to keep playing their mindnumbingly boring skirmish for whatever reason instead of demanding PGI fix what amounts to the absolute worst gamemode ever. Its not dynamic at all, it only makes use of a small part of the map, it promotes negative behaviors like camping and deathballing, why is skirmish even still a thing? Conquest should be the gamemode that all other gamemodes are based on.

Edited by Khobai, 28 August 2018 - 12:39 AM.


#210 el piromaniaco

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 959 posts
  • LocationVienna

Posted 28 August 2018 - 01:23 AM

I can't find my Locust PB anywhere?

#211 Vesper11

    Member

  • PipPipPipPipPip
  • 173 posts

Posted 28 August 2018 - 03:00 AM

View PostEd Steele, on 27 August 2018 - 11:18 AM, said:

In PUG matches the Atlas, King Crab, Kodiak and Dire Wolf are all huge missile sponges unless you sit behind cover the whole time. And unless you have a good team that backs you up, any of these Mechs usually get torn to pieces before they ever get close enough to do much damage unless you play a sniper build (if that is the case the Mechs should just be called "support" and not "assault"). My point is that they really needed some additional movement.

Never had missile problems on my close range King Crab in QP. If assault pilots can't use terrain and allies to get close to enemy then it's their problems. Somehow lights and meds don't scream for massive HP buffs so they don't die while engaging in staring contests with assaults, yet assaults got the privilege of mobility buffs even though they already have much greater impact on match results than lighter mechs (and are more popular).

I know people complain that they can't torso twist to shield anymore but then why not buff torso twist and reduce mech turn rate to make twisting more viable without giving them hueg advantage in combat versus lighter mechs?
Mobility buff is unwarranted buff as mentioned above and is simply about pandering to masses that already overuse heavies and assaults.

#212 I D K

    Rookie

  • The Altruist
  • The Altruist
  • 9 posts

Posted 28 August 2018 - 03:41 AM

Had several builds run into heat issues, but was still able to compete. May need to adjust some builds or skill allocations. Even did ok with the six large laser stalker although I shut down multiple times

I also don't think assaults and heavies need a mobility increase. No mech should be able to do great in all situations and every mech needs an Achilles heel.

And I'd second the recommendations from Khobai regarding adding some facet to gamemodes for lights. Maybe alternative targets or advantages you can gain.

#213 MechTech Dragoon

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 308 posts

Posted 29 August 2018 - 08:10 AM

Put it back to 40....hell people had been asking for 30 for years before they all kind of dipped? 50 is too high, and it changes little to nothing.

#214 Xaat Xuun

    Member

  • PipPipPipPipPipPipPip
  • The Defender
  • The Defender
  • 954 posts
  • LocationA hypervelocity planet

Posted 29 August 2018 - 11:21 AM

View Postel piromaniaco, on 28 August 2018 - 01:23 AM, said:

I can't find my Locust PB anywhere?

did you forget to turn off Stealth

#215 Rhaezor

    Member

  • PipPipPipPipPip
  • Knight Errant
  • 122 posts
  • LocationPT

Posted 07 September 2018 - 11:35 AM

Question to someone who know, does clan probe gain tiem boost 25% stack with targetting computer (ex) 22%? I tested and saw no difference.

#216 MechTech Dragoon

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 308 posts

Posted 07 September 2018 - 03:25 PM

Can we have 2.0 yesterday...sick of these alpha boats...
and nerf hvy gauss >.<





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users